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106 lines
3.9 KiB
106 lines
3.9 KiB
// This file is part of the FidelityFX SDK.
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//
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// Copyright (C) 2024 Advanced Micro Devices, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#ifndef FFX_OPTICALFLOW_PREPARE_LUMA_H
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#define FFX_OPTICALFLOW_PREPARE_LUMA_H
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FfxFloat32 LuminanceToPerceivedLuminance(FfxFloat32 fLuminance)
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{
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FfxFloat32 fPercievedLuminance = 0;
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if (fLuminance <= 216.0f / 24389.0f) {
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fPercievedLuminance = fLuminance * (24389.0f / 27.0f);
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}
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else {
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fPercievedLuminance = ffxPow(fLuminance, 1.0f / 3.0f) * 116.0f - 16.0f;
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}
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return fPercievedLuminance * 0.01f;
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}
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FfxFloat32 LinearLdrToLuminance(FfxFloat32x3 linearRec709RGB)
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{
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FfxFloat32 fY = 0.2126 * linearRec709RGB.x + 0.7152 * linearRec709RGB.y + 0.0722 * linearRec709RGB.z;
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return fY;
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}
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FfxFloat32 LinearRec2020ToLuminance(FfxFloat32x3 linearRec2020RGB)
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{
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FfxFloat32 fY = 0.2627 * linearRec2020RGB.x + 0.678 * linearRec2020RGB.y + 0.0593 * linearRec2020RGB.z;
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return fY;
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}
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FfxFloat32 PQCorrectedHdrToLuminance(FfxFloat32x3 pq, FfxFloat32 maxLuminance)
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{
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FfxFloat32 fY = LinearRec2020ToLuminance(ffxLinearFromPQ(pq) * (10000.0f / maxLuminance));
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return fY;
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}
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FfxFloat32x3 ffxscRGBToLinear(FfxFloat32x3 value, FfxFloat32 minLuminance, FfxFloat32 maxLuminance)
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{
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FfxFloat32x3 p = value - ffxBroadcast3(minLuminance / 80.0f);
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return p / ffxBroadcast3((maxLuminance - minLuminance) / 80.0f);
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}
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FfxFloat32 SCRGBCorrectedHdrToLuminance(FfxFloat32x3 scRGB, FfxFloat32 minLuminance, FfxFloat32 maxLuminance)
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{
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FfxFloat32 fY = LinearLdrToLuminance(ffxscRGBToLinear(scRGB, minLuminance, maxLuminance));
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return fY;
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}
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void PrepareLuma(FfxInt32x2 iGlobalId, FfxInt32 iLocalIndex)
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{
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#define PixelsPerThreadX 2
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#define PixelsPerThreadY 2
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#pragma unroll
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for (FfxInt32 y = 0; y < PixelsPerThreadY; y++)
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{
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#pragma unroll
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for (FfxInt32 x = 0; x < PixelsPerThreadX; x++)
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{
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FfxInt32x2 pos = iGlobalId * FfxInt32x2(PixelsPerThreadX, PixelsPerThreadY) + FfxInt32x2(x, y);
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FfxInt32x2 iPxHrPos = pos;
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FfxFloat32 fY = 0.0;
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FfxFloat32x3 inputColor = LoadInputColor(iPxHrPos).rgb;
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FfxUInt32 backbufferTransferFunction = BackbufferTransferFunction();
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if (backbufferTransferFunction == 0)
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{
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fY = LinearLdrToLuminance(inputColor);
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}
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else if (backbufferTransferFunction == 1)
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{
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fY = PQCorrectedHdrToLuminance(inputColor, MinMaxLuminance()[1]);
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fY = LuminanceToPerceivedLuminance(fY);
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}
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else if (backbufferTransferFunction == 2)
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{
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fY = SCRGBCorrectedHdrToLuminance(inputColor, MinMaxLuminance()[0], MinMaxLuminance()[1]);
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fY = LuminanceToPerceivedLuminance(fY);
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}
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StoreOpticalFlowInput(pos, FfxUInt32(fY * 255));
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}
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}
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}
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#endif // FFX_OPTICALFLOW_PREPARE_LUMA_H
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